While I like the idea of a NAOMI multi, it kind of puts the focus on a single motherboard where games are managed on the one motherboard. In a home arcade with multiple NAOMIs (and Chihiros and Triforces), netbooting is a universal solution where everything can be managed across all motherboards (and even multiple motherboards) from a single source. I am currently working on my own personal Raspberry Pi netboot server to drive 3 cabs. All game files will be stored on the server and an easy to ac…

Quote from obcd: “If there is data for 2 steering wheels, wouldn't it make sense for the first 3 bytes to be the command for one wheel en the following 3 for the other one? ” That's kind of how I'm reading it: Byte 1: Command for both Bytes 2-3: Data for command to wheel 1 Byte 4: Checksum? Bytes 5-6: Data for command to wheel 2 Byte 7: Checksum Quote from obcd: “Without knowing what the lindbergh expects back from it's ffb board, it's hard to analyse things any further. ” This one would be kind…

Quote from obcd: “If you could figure out where the triforce saves it's highscores? Maybe it also uses a partition in the dimm board memory. If you disconnect the dimm board battery, does it reset it's high scores and game settings? Most chihiro games use the memory chips on the base board. Those are connected to microcontrollers that interface to the main board using usb. It's obvious that triforcetools can't access the contents of those memory chips directly. ” I'm not sure on high scores. I w…

Quote from obcd: “If we could restore the base board eeproms and the mbsys partition, you could switch games without manual intervention. Still a long road ahead. ” This would be really cool. I had experimented with pulling saved data out of NAOMI with some of the built-in triforcetools commands, but I didn't have much luck. It may be a method better suited to the Triforce, so perhaps there will be a saved data restoration solution there.

For some reason I was having issues posting this earlier, but here's what came up in the saved draft: MKAGP2 seems to handle changing the IP in the rom file a weird way. For some reason it's assigning 8.0.0.1 when I save the value as 010.000.00.01. It appears to be treating the first part as octodecimal (in an ascii representation of the digits), because I have to change it to 012.000.00.01 to get 10.0.0.1 assigned for PCB ID 1. Very weird! Anyway, it looks like I can assign the ips as needed fo…

On WMMT2 the assigned IP corresponds to the PCB ID that you set in the game settings menu. When I assign PCB ID 2, I get IP 10.0.0.2. I'm guessing there's no dynamic logic associated with it, it just gets the IP for the one you selected and pings the others at boot. I'm guessing WMMT works the same, but it appears to only be 2 player rather than up to 4. I'll test, but I'm going to guess that MKAGP1/2 work similarly. In any case, this means when swapping games it's definitely going to be necessa…

Quote from obcd: “Are you guys sure the netboot port remains open on the new ip address once the game has started? ” Here are a couple of tests I just did: -In anticipation of the IP getting reset to 10.0.0.1 when booting WMMT2, I manually set the Chihiro's IP to 10.0.0.1, set up my router as 10.0.0.99 and set that as the gateway on the Chihiro. The game boots and I can ping it at 10.0.0.1 with my laptop connected to the same router. I can even push a new netboot game to it at this address when …

Quote from thejew: “Has anyone thought of adding a shutdown circuit to chihiro like on the Naomi. Maybe add a arduino to sense fan failure and disconnect power to the board after say 5 seconds could be done easy with a atx power on pin ” I thought of it, but never did anything except convert one of my Chihiros to larger fan-less heat sink. Chihiro GPU fan monitor and other maintenance concerns

Quote from skate323k137: “But on type3 chihiro even with a 0 key I have to leave the time limit hack running. ” This is not the case for me. I have mostly used transfergame.exe and it has no ongoing connection. I don't have issues with any Chihiro games giving an error. The Chihiro does stay connected to a router, though, so not sure if that has any impact on this issue.

Quote from freddiefiasco: “Quote from winteriscoming: “For Mario Kart Arcade GP 1, the assigned IP is stored at offset 325BBC and stored as ascii text. It can be edited with a hex editor. The original value in the rom I had was: 192.168.29.150 ” What value should 325BBC be set to have an IP address of 192.168.1.2? The current Hex value at that offset shows '45'? ” Maybe I gave the wrong offset? Search for ascii text string "192.168.29.150". The first occurance should be the value you want to edi…

Hmm, we'll it's going to make a netboot server more complicated. I'll be able to initially push out games, but now I'm concerned there are going to be networking challenges once the games boot. OR2SP is for sure not assigning an IP. MKAGP1 for sure is, but my work-around for editing the rom works. WMMT2 is going to be the game that throws a wrench into my entire plan. I have a WMMT pair, and it appears it made use of a crossover cable in the stock configuration. I'm guessing the pre-assigned IP …

WMMT2 doesn't like letting me edit anything in the rom file. It just boots to the service menu. I'm not sure if this game uses a checksum somewhere, but I'm getting no errors, but cannot even get into game test menu, which ends up just kicking me back to service menu.

Yeah, it's the same for 4-8. Export ID4 just has to have specific header data on the card file when compared to the JP versions of all the others, but otherwise protocols are identical and the script seems to be able to handle them all. It just needs a serial cable (null modem variety) and either a native serial port on your computer or a USB serial adapter (which is what I use).

I may have been wrong about OR2SP. I'll have to do more testing, but it doesn't seem to have reassigned the IP. For Mario Kart Arcade GP 1, the assigned IP is stored at offset 325BBC and stored as ascii text. It can be edited with a hex editor. The original value in the rom I had was: 192.168.29.150 WMMT2 does seem to reassign the IP to 10.0.0.1. This will require more testing, but I don't see space to put in a longer IP in the rom file...

I'm not familiar with that error, though looking it up, it appears to be a gateway error. Is that on NAOMI? I have never seen it on Chihiro or Triforce and neither one seems to care if the IP gets reassigned to something bogus and the overall network configuration is blown up. Certainly network tests fail after the reassigned IP, but the games still happily boot.

I think the controls are the same as WMMT 1 and 2. My JVS board can handle the extra buttons, but a stock Sega one will not. They're basically 2 buttons past what the Sega board has for P1 and there's no way to reconfigure the Sega board to have all inputs be P1 controls in place of 2 player controls. I think all inputs are P1 for WMMT.

I'm working my way towards building a Raspberry Pi based server to handle netbooting for my 3 driving cabs. I haven't attempted netbooting multi-player games yet, but I notice that some games reassign the IP address after the game loads. I would imagine that this could cause an issue with multi-player games if they all get assigned the same IP. I wanted to get a list of games together where this is known to happen and see if there's an easy solution that doesn't require going back in and changin…

Quote from YaketyYakumo: “The fact that it doesn’t actually check what stage it is until after the card has been initialized makes me wonder if they aren’t just generic off-the-shelf RFID cards under the hood. With legit cards becoming harder to source (especially in small quantities), it might be possible to use generic white off-the-shelf cards, similar to how you can spoof amiibo. Anyone have any experience with this? ” I don't think you'll have much luck with generic cards. These cards come …